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I implemented blur by overlaying shadows by mgear example here. See attached project for more info. Not really what I want but it's a start. [ATTACH]
I do not mind. Please do post your improvements here. I will look into soft shadows as they are not (really) enabled in Unity free (at least they...
Added support for dynamic shadows. One directional light to be more precise. See attached project.[ATTACH]
Graphics.Blit is mostly used for implementing image effects, and requires Unity Pro. Unity Free does not support anything that involves RenderTexture.
Texture data (colors, normalmaps, lightmaps, uv maps) are stored in a normalized form (between 0 and 1) for many reasons. It is hardware friendly...
You can solve this problem by using RenderTexture (Unity Pro) or ComputeBuffer (Unity Free). See example (CustomComputeShader.7z) here. Both use...
Based on attached project you are trying to do dynamic (soft) shadows with directional lights (one light to be more precise). You might want to...
See ShadowGun sample level.
See Proland from scrawkblog.
If you do not need dynamic lights, go for (Mobile/Unlit (Supports Lightmap) standard shader. Textures 32x32 are the smallest size in Unity. As for...
Yes, it does everything in one pass. There are limitations and things to consider: - Only point and directional lights. - You can do more lights...
Thanks for pointing out the difference of dispatch and thread groups. In attached project above (Unity Free), the performance cost of manual data...
What GPU (graphic card) are you using? Since compute shader is executed on the GPU, the precision of operations is based on GPU compute...
See attached project (Unity Free 4.61). Features ComputeShader, Texture Computation, GameOfLife (source site) Shader error in...
I attached an example project based on Soft Shadow for Sphere (for details see here). GLSL code works in Unity as long as you recreate the...
See this topic. Attached project stores light data to a texture and then decodes it inside fragment program. Maybe it is possible with Unity Pro....
Compute shaders run on different part of GPU because they do computation - not rendering. If you need double precision you need at least DX11 GPU....
You can do it with Compute Shader but you are limited to 1024 threads in Unity Free Edition. And you can not use SetTexture, GetTexture. You can...
Filter mode "Point" means no resize filtering. Without antialising there is no edge smothin. Hard "edges" pixels are what I would expect with this...
As far as Unity Free Edition goes: The big showstopper with shaders and single or double precision is performance cost in decoding the values...